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misc: chore: Use explicit types in Shader project
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@@ -57,7 +57,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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InstTld op = context.GetOp<InstTld>();
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var lod = op.Lod ? Lod.Ll : Lod.Lz;
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Lod lod = op.Lod ? Lod.Ll : Lod.Lz;
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EmitTex(context, TextureFlags.IntCoords, op.Dim, lod, op.TidB, op.WMask, op.SrcA, op.SrcB, op.Dest, op.Ms, false, op.Toff);
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}
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@@ -66,8 +66,8 @@ namespace Ryujinx.Graphics.Shader.Instructions
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{
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InstTldB op = context.GetOp<InstTldB>();
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var flags = TextureFlags.IntCoords | TextureFlags.Bindless;
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var lod = op.Lod ? Lod.Ll : Lod.Lz;
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TextureFlags flags = TextureFlags.IntCoords | TextureFlags.Bindless;
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Lod lod = op.Lod ? Lod.Ll : Lod.Lz;
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EmitTex(context, flags, op.Dim, lod, 0, op.WMask, op.SrcA, op.SrcB, op.Dest, op.Ms, false, op.Toff);
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}
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@@ -376,7 +376,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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if (texsType == TexsType.Texs)
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{
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var texsOp = context.GetOp<InstTexs>();
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InstTexs texsOp = context.GetOp<InstTexs>();
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type = ConvertSamplerType(texsOp.Target);
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@@ -468,7 +468,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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else if (texsType == TexsType.Tlds)
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{
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var tldsOp = context.GetOp<InstTlds>();
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InstTlds tldsOp = context.GetOp<InstTlds>();
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type = ConvertSamplerType(tldsOp.Target);
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@@ -562,7 +562,7 @@ namespace Ryujinx.Graphics.Shader.Instructions
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}
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else if (texsType == TexsType.Tld4s)
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{
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var tld4sOp = context.GetOp<InstTld4s>();
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InstTld4s tld4sOp = context.GetOp<InstTld4s>();
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if (!(tld4sOp.Dc || tld4sOp.Aoffi))
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{
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